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2159 lines
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HTML
2159 lines
63 KiB
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<a href="Phaser.Game.html">Game</a>
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<a href="Phaser.Physics.Ninja.Body.html">Body</a>
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<a href="Phaser.Physics.P2.Body.html">Body</a>
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<a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a>
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<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
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<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
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<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
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<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
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<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
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<a href="Phaser.Physics.P2.Material.html">Material</a>
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<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
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<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
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<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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<a href="Phaser.Plugin.html">Plugin</a>
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<a href="Phaser.PluginManager.html">PluginManager</a>
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<a href="Phaser.Point.html">Point</a>
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<a href="Phaser.Pointer.html">Pointer</a>
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<a href="Phaser.Polygon.html">Polygon</a>
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<a href="Phaser.QuadTree.html">QuadTree</a>
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<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
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<a href="Phaser.Rectangle.html">Rectangle</a>
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
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<a href="Phaser.Rope.html">Rope</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
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<li class="class-depth-1">
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<a href="Phaser.Signal.html">Signal</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SignalBinding.html">SignalBinding</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SinglePad.html">SinglePad</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Sound.html">Sound</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SoundManager.html">SoundManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Sprite.html">Sprite</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Stage.html">Stage</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.State.html">State</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.StateManager.html">StateManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Text.html">Text</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tile.html">Tile</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tilemap.html">Tilemap</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tileset.html">Tileset</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TileSprite.html">TileSprite</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Time.html">Time</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Timer.html">Timer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TimerEvent.html">TimerEvent</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Touch.html">Touch</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tween.html">Tween</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TweenData.html">TweenData</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TweenManager.html">TweenManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Utils.html">Utils</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Utils.Debug.html">Debug</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.World.html">World</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BaseTexture.html">BaseTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BitmapText.html">BitmapText</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.DisplayObject.html">DisplayObject</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Event.html">Event</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.EventTarget.html">EventTarget</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.FilterTexture.html">FilterTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Graphics.html">Graphics</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.GraphicsData.html">GraphicsData</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PIXI.html">PIXI</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PixiShader.html">PixiShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PolyK.html">PolyK</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.RenderTexture.html">RenderTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Rope.html">Rope</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Sprite.html">Sprite</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Stage.html">Stage</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Strip.html">Strip</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.StripShader.html">StripShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Text.html">Text</a>
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.Texture.html">Texture</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.TilingSprite.html">TilingSprite</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.VideoTexture.html">VideoTexture</a>
|
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</li>
|
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<li class="class-depth-1">
|
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<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
|
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</li>
|
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<li class="class-depth-1">
|
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<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
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</li>
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<li class="class-depth-0">
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<a href="RoundedRectangle.html">RoundedRectangle</a>
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</li>
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</ul>
|
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</li>
|
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<li class="dropdown">
|
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<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
|
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class="caret"></b></a>
|
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<ul class="dropdown-menu ">
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<li class="class-depth-0">
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<a href="global.html#append">append</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#apply">apply</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#applyInverse">applyInverse</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#blendModes">blendModes</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#clone">clone</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#contains">contains</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#fromArray">fromArray</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#identity">identity</a>
|
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</li>
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<li class="class-depth-0">
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<a href="global.html#rotate">rotate</a>
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#scale">scale</a>
|
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#scaleModes">scaleModes</a>
|
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#sort">sort</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#toArray">toArray</a>
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#translate">translate</a>
|
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</li>
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</ul>
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</li>
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<li class="dropdown">
|
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
|
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<ul class="dropdown-menu ">
|
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<li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Group.html">Group</a></li>
|
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<li class="class-depth-1"><a href="Phaser.World.html">World</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Loader.html">Loader</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Time.html">Time</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Camera.html">Camera</a></li>
|
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<li class="class-depth-1"><a href="Phaser.StateManager.html">State Manager</a></li>
|
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<li class="class-depth-1"><a href="Phaser.TweenManager.html">Tween Manager</a></li>
|
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<li class="class-depth-1"><a href="Phaser.SoundManager.html">Sound Manager</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li>
|
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</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.GameObjectCreator.html">Creator (game.make)</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Sprite.html">Sprite</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Text.html">Text</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Tween.html">Tween</a></li>
|
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<li class="class-depth-1"><a href="Phaser.BitmapText.html">BitmapText</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li>
|
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<li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li>
|
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<li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li>
|
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<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Point.html">Point</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li>
|
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</ul>
|
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</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
|
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<li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li>
|
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<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
|
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<li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li>
|
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</ul>
|
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</li>
|
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|
|
<li class="dropdown">
|
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a>
|
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<ul class="dropdown-menu ">
|
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<li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Pointer.html">Pointer</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Keyboard.html">Keyboard</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li>
|
|
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
|
|
<li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li>
|
|
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
|
|
<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
|
|
<li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li>
|
|
<li class="class-depth-1"><a href="http://phaser.io/learn">Weekly Coding Tips</a></li>
|
|
<li class="class-depth-1"><a href="https://confirmsubscription.com/h/r/369DE48E3E86AF1E">Newsletter</a></li>
|
|
<li class="class-depth-1"><a href="http://phaser.io/community/twitter">Twitter</a></li>
|
|
<li class="class-depth-1"><a href="http://phaser.io/community/irc">IRC</a></li>
|
|
<li class="class-depth-1"><a href="https://www.gittip.com/photonstorm/">Donate to the project</a></li>
|
|
<li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
</ul>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="row-fluid">
|
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|
|
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<div class="span12">
|
|
|
|
<div id="main">
|
|
|
|
|
|
|
|
<h1 class="page-title">Source: src/core/Game.js</h1>
|
|
|
|
<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2015 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* This is where the magic happens. The Game object is the heart of your game,
|
|
* providing quick access to common functions and handling the boot process.
|
|
*
|
|
* "Hell, there are no rules here - we're trying to accomplish something."
|
|
* Thomas A. Edison
|
|
*
|
|
* @class Phaser.Game
|
|
* @constructor
|
|
* @param {number|string} [width=800] - The width of your game in game pixels. If given as a string the value must be between 0 and 100 and will be used as the percentage width of the parent container, or the browser window if no parent is given.
|
|
* @param {number|string} [height=600] - The height of your game in game pixels. If given as a string the value must be between 0 and 100 and will be used as the percentage height of the parent container, or the browser window if no parent is given.
|
|
* @param {number} [renderer=Phaser.AUTO] - Which renderer to use: Phaser.AUTO will auto-detect, Phaser.WEBGL, Phaser.CANVAS or Phaser.HEADLESS (no rendering at all).
|
|
* @param {string|HTMLElement} [parent=''] - The DOM element into which this games canvas will be injected. Either a DOM ID (string) or the element itself.
|
|
* @param {object} [state=null] - The default state object. A object consisting of Phaser.State functions (preload, create, update, render) or null.
|
|
* @param {boolean} [transparent=false] - Use a transparent canvas background or not.
|
|
* @param {boolean} [antialias=true] - Draw all image textures anti-aliased or not. The default is for smooth textures, but disable if your game features pixel art.
|
|
* @param {object} [physicsConfig=null] - A physics configuration object to pass to the Physics world on creation.
|
|
*/
|
|
Phaser.Game = function (width, height, renderer, parent, state, transparent, antialias, physicsConfig) {
|
|
|
|
/**
|
|
* @property {number} id - Phaser Game ID (for when Pixi supports multiple instances).
|
|
* @readonly
|
|
*/
|
|
this.id = Phaser.GAMES.push(this) - 1;
|
|
|
|
/**
|
|
* @property {object} config - The Phaser.Game configuration object.
|
|
*/
|
|
this.config = null;
|
|
|
|
/**
|
|
* @property {object} physicsConfig - The Phaser.Physics.World configuration object.
|
|
*/
|
|
this.physicsConfig = physicsConfig;
|
|
|
|
/**
|
|
* @property {string|HTMLElement} parent - The Games DOM parent.
|
|
* @default
|
|
*/
|
|
this.parent = '';
|
|
|
|
/**
|
|
* The current Game Width in pixels.
|
|
*
|
|
* _Do not modify this property directly:_ use {@link Phaser.ScaleManager#setGameSize} - eg. `game.scale.setGameSize(width, height)` - instead.
|
|
*
|
|
* @property {integer} width
|
|
* @readonly
|
|
* @default
|
|
*/
|
|
this.width = 800;
|
|
|
|
/**
|
|
* The current Game Height in pixels.
|
|
*
|
|
* _Do not modify this property directly:_ use {@link Phaser.ScaleManager#setGameSize} - eg. `game.scale.setGameSize(width, height)` - instead.
|
|
*
|
|
* @property {integer} height
|
|
* @readonly
|
|
* @default
|
|
*/
|
|
this.height = 600;
|
|
|
|
/**
|
|
* The resolution of your game. This value is read only, but can be changed at start time it via a game configuration object.
|
|
*
|
|
* @property {integer} resolution
|
|
* @readonly
|
|
* @default
|
|
*/
|
|
this.resolution = 1;
|
|
|
|
/**
|
|
* @property {integer} _width - Private internal var.
|
|
* @private
|
|
*/
|
|
this._width = 800;
|
|
|
|
/**
|
|
* @property {integer} _height - Private internal var.
|
|
* @private
|
|
*/
|
|
this._height = 600;
|
|
|
|
/**
|
|
* @property {boolean} transparent - Use a transparent canvas background or not.
|
|
* @default
|
|
*/
|
|
this.transparent = false;
|
|
|
|
/**
|
|
* @property {boolean} antialias - Anti-alias graphics. By default scaled images are smoothed in Canvas and WebGL, set anti-alias to false to disable this globally.
|
|
* @default
|
|
*/
|
|
this.antialias = true;
|
|
|
|
/**
|
|
* @property {boolean} preserveDrawingBuffer - The value of the preserveDrawingBuffer flag affects whether or not the contents of the stencil buffer is retained after rendering.
|
|
* @default
|
|
*/
|
|
this.preserveDrawingBuffer = false;
|
|
|
|
/**
|
|
* @property {PIXI.CanvasRenderer|PIXI.WebGLRenderer} renderer - The Pixi Renderer.
|
|
* @protected
|
|
*/
|
|
this.renderer = null;
|
|
|
|
/**
|
|
* @property {number} renderType - The Renderer this game will use. Either Phaser.AUTO, Phaser.CANVAS or Phaser.WEBGL.
|
|
* @readonly
|
|
*/
|
|
this.renderType = Phaser.AUTO;
|
|
|
|
/**
|
|
* @property {Phaser.StateManager} state - The StateManager.
|
|
*/
|
|
this.state = null;
|
|
|
|
/**
|
|
* @property {boolean} isBooted - Whether the game engine is booted, aka available.
|
|
* @readonly
|
|
*/
|
|
this.isBooted = false;
|
|
|
|
/**
|
|
* @property {boolean} isRunning - Is game running or paused?
|
|
* @readonly
|
|
*/
|
|
this.isRunning = false;
|
|
|
|
/**
|
|
* @property {Phaser.RequestAnimationFrame} raf - Automatically handles the core game loop via requestAnimationFrame or setTimeout
|
|
* @protected
|
|
*/
|
|
this.raf = null;
|
|
|
|
/**
|
|
* @property {Phaser.GameObjectFactory} add - Reference to the Phaser.GameObjectFactory.
|
|
*/
|
|
this.add = null;
|
|
|
|
/**
|
|
* @property {Phaser.GameObjectCreator} make - Reference to the GameObject Creator.
|
|
*/
|
|
this.make = null;
|
|
|
|
/**
|
|
* @property {Phaser.Cache} cache - Reference to the assets cache.
|
|
*/
|
|
this.cache = null;
|
|
|
|
/**
|
|
* @property {Phaser.Input} input - Reference to the input manager
|
|
*/
|
|
this.input = null;
|
|
|
|
/**
|
|
* @property {Phaser.Loader} load - Reference to the assets loader.
|
|
*/
|
|
this.load = null;
|
|
|
|
/**
|
|
* @property {Phaser.Math} math - Reference to the math helper.
|
|
*/
|
|
this.math = null;
|
|
|
|
/**
|
|
* @property {Phaser.Net} net - Reference to the network class.
|
|
*/
|
|
this.net = null;
|
|
|
|
/**
|
|
* @property {Phaser.ScaleManager} scale - The game scale manager.
|
|
*/
|
|
this.scale = null;
|
|
|
|
/**
|
|
* @property {Phaser.SoundManager} sound - Reference to the sound manager.
|
|
*/
|
|
this.sound = null;
|
|
|
|
/**
|
|
* @property {Phaser.Stage} stage - Reference to the stage.
|
|
*/
|
|
this.stage = null;
|
|
|
|
/**
|
|
* @property {Phaser.Time} time - Reference to the core game clock.
|
|
*/
|
|
this.time = null;
|
|
|
|
/**
|
|
* @property {Phaser.TweenManager} tweens - Reference to the tween manager.
|
|
*/
|
|
this.tweens = null;
|
|
|
|
/**
|
|
* @property {Phaser.World} world - Reference to the world.
|
|
*/
|
|
this.world = null;
|
|
|
|
/**
|
|
* @property {Phaser.Physics} physics - Reference to the physics manager.
|
|
*/
|
|
this.physics = null;
|
|
|
|
/**
|
|
* @property {Phaser.PluginManager} plugins - Reference to the plugin manager.
|
|
*/
|
|
this.plugins = null;
|
|
|
|
/**
|
|
* @property {Phaser.RandomDataGenerator} rnd - Instance of repeatable random data generator helper.
|
|
*/
|
|
this.rnd = null;
|
|
|
|
/**
|
|
* @property {Phaser.Device} device - Contains device information and capabilities.
|
|
*/
|
|
this.device = Phaser.Device;
|
|
|
|
/**
|
|
* @property {Phaser.Camera} camera - A handy reference to world.camera.
|
|
*/
|
|
this.camera = null;
|
|
|
|
/**
|
|
* @property {HTMLCanvasElement} canvas - A handy reference to renderer.view, the canvas that the game is being rendered in to.
|
|
*/
|
|
this.canvas = null;
|
|
|
|
/**
|
|
* @property {CanvasRenderingContext2D} context - A handy reference to renderer.context (only set for CANVAS games, not WebGL)
|
|
*/
|
|
this.context = null;
|
|
|
|
/**
|
|
* @property {Phaser.Utils.Debug} debug - A set of useful debug utilitie.
|
|
*/
|
|
this.debug = null;
|
|
|
|
/**
|
|
* @property {Phaser.Particles} particles - The Particle Manager.
|
|
*/
|
|
this.particles = null;
|
|
|
|
/**
|
|
* If `false` Phaser will automatically render the display list every update. If `true` the render loop will be skipped.
|
|
* You can toggle this value at run-time to gain exact control over when Phaser renders. This can be useful in certain types of game or application.
|
|
* Please note that if you don't render the display list then none of the game object transforms will be updated, so use this value carefully.
|
|
* @property {boolean} lockRender
|
|
* @default
|
|
*/
|
|
this.lockRender = false;
|
|
|
|
/**
|
|
* @property {boolean} stepping - Enable core loop stepping with Game.enableStep().
|
|
* @default
|
|
* @readonly
|
|
*/
|
|
this.stepping = false;
|
|
|
|
/**
|
|
* @property {boolean} pendingStep - An internal property used by enableStep, but also useful to query from your own game objects.
|
|
* @default
|
|
* @readonly
|
|
*/
|
|
this.pendingStep = false;
|
|
|
|
/**
|
|
* @property {number} stepCount - When stepping is enabled this contains the current step cycle.
|
|
* @default
|
|
* @readonly
|
|
*/
|
|
this.stepCount = 0;
|
|
|
|
/**
|
|
* @property {Phaser.Signal} onPause - This event is fired when the game pauses.
|
|
*/
|
|
this.onPause = null;
|
|
|
|
/**
|
|
* @property {Phaser.Signal} onResume - This event is fired when the game resumes from a paused state.
|
|
*/
|
|
this.onResume = null;
|
|
|
|
/**
|
|
* @property {Phaser.Signal} onBlur - This event is fired when the game no longer has focus (typically on page hide).
|
|
*/
|
|
this.onBlur = null;
|
|
|
|
/**
|
|
* @property {Phaser.Signal} onFocus - This event is fired when the game has focus (typically on page show).
|
|
*/
|
|
this.onFocus = null;
|
|
|
|
/**
|
|
* @property {boolean} _paused - Is game paused?
|
|
* @private
|
|
*/
|
|
this._paused = false;
|
|
|
|
/**
|
|
* @property {boolean} _codePaused - Was the game paused via code or a visibility change?
|
|
* @private
|
|
*/
|
|
this._codePaused = false;
|
|
|
|
/**
|
|
* The ID of the current/last logic update applied this render frame, starting from 0.
|
|
* The first update is `currentUpdateID === 0` and the last update is `currentUpdateID === updatesThisFrame.`
|
|
* @property {integer} currentUpdateID
|
|
* @protected
|
|
*/
|
|
this.currentUpdateID = 0;
|
|
|
|
/**
|
|
* Number of logic updates expected to occur this render frame; will be 1 unless there are catch-ups required (and allowed).
|
|
* @property {integer} updatesThisFrame
|
|
* @protected
|
|
*/
|
|
this.updatesThisFrame = 1;
|
|
|
|
/**
|
|
* @property {number} _deltaTime - Accumulate elapsed time until a logic update is due.
|
|
* @private
|
|
*/
|
|
this._deltaTime = 0;
|
|
|
|
/**
|
|
* @property {number} _lastCount - Remember how many 'catch-up' iterations were used on the logicUpdate last frame.
|
|
* @private
|
|
*/
|
|
this._lastCount = 0;
|
|
|
|
/**
|
|
* @property {number} _spiraling - If the 'catch-up' iterations are spiraling out of control, this counter is incremented.
|
|
* @private
|
|
*/
|
|
this._spiraling = 0;
|
|
|
|
/**
|
|
* @property {boolean} _kickstart - Force a logic update + render by default (always set on Boot and State swap)
|
|
* @private
|
|
*/
|
|
this._kickstart = true;
|
|
|
|
/**
|
|
* If the game is struggling to maintain the desired FPS, this signal will be dispatched.
|
|
* The desired/chosen FPS should probably be closer to the {@link Phaser.Time#suggestedFps} value.
|
|
* @property {Phaser.Signal} fpsProblemNotifier
|
|
* @public
|
|
*/
|
|
this.fpsProblemNotifier = new Phaser.Signal();
|
|
|
|
/**
|
|
* @property {boolean} forceSingleUpdate - Should the game loop force a logic update, regardless of the delta timer? Set to true if you know you need this. You can toggle it on the fly.
|
|
*/
|
|
this.forceSingleUpdate = false;
|
|
|
|
/**
|
|
* @property {number} _nextNotification - The soonest game.time.time value that the next fpsProblemNotifier can be dispatched.
|
|
* @private
|
|
*/
|
|
this._nextFpsNotification = 0;
|
|
|
|
// Parse the configuration object (if any)
|
|
if (arguments.length === 1 && typeof arguments[0] === 'object')
|
|
{
|
|
this.parseConfig(arguments[0]);
|
|
}
|
|
else
|
|
{
|
|
this.config = { enableDebug: true };
|
|
|
|
if (typeof width !== 'undefined')
|
|
{
|
|
this._width = width;
|
|
}
|
|
|
|
if (typeof height !== 'undefined')
|
|
{
|
|
this._height = height;
|
|
}
|
|
|
|
if (typeof renderer !== 'undefined')
|
|
{
|
|
this.renderType = renderer;
|
|
}
|
|
|
|
if (typeof parent !== 'undefined')
|
|
{
|
|
this.parent = parent;
|
|
}
|
|
|
|
if (typeof transparent !== 'undefined')
|
|
{
|
|
this.transparent = transparent;
|
|
}
|
|
|
|
if (typeof antialias !== 'undefined')
|
|
{
|
|
this.antialias = antialias;
|
|
}
|
|
|
|
this.rnd = new Phaser.RandomDataGenerator([(Date.now() * Math.random()).toString()]);
|
|
|
|
this.state = new Phaser.StateManager(this, state);
|
|
}
|
|
|
|
this.device.whenReady(this.boot, this);
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
Phaser.Game.prototype = {
|
|
|
|
/**
|
|
* Parses a Game configuration object.
|
|
*
|
|
* @method Phaser.Game#parseConfig
|
|
* @protected
|
|
*/
|
|
parseConfig: function (config) {
|
|
|
|
this.config = config;
|
|
|
|
if (typeof config['enableDebug'] === 'undefined')
|
|
{
|
|
this.config.enableDebug = true;
|
|
}
|
|
|
|
if (config['width'])
|
|
{
|
|
this._width = config['width'];
|
|
}
|
|
|
|
if (config['height'])
|
|
{
|
|
this._height = config['height'];
|
|
}
|
|
|
|
if (config['renderer'])
|
|
{
|
|
this.renderType = config['renderer'];
|
|
}
|
|
|
|
if (config['parent'])
|
|
{
|
|
this.parent = config['parent'];
|
|
}
|
|
|
|
if (config['transparent'])
|
|
{
|
|
this.transparent = config['transparent'];
|
|
}
|
|
|
|
if (config['antialias'])
|
|
{
|
|
this.antialias = config['antialias'];
|
|
}
|
|
|
|
if (config['resolution'])
|
|
{
|
|
this.resolution = config['resolution'];
|
|
}
|
|
|
|
if (config['preserveDrawingBuffer'])
|
|
{
|
|
this.preserveDrawingBuffer = config['preserveDrawingBuffer'];
|
|
}
|
|
|
|
if (config['physicsConfig'])
|
|
{
|
|
this.physicsConfig = config['physicsConfig'];
|
|
}
|
|
|
|
var seed = [(Date.now() * Math.random()).toString()];
|
|
|
|
if (config['seed'])
|
|
{
|
|
seed = config['seed'];
|
|
}
|
|
|
|
this.rnd = new Phaser.RandomDataGenerator(seed);
|
|
|
|
var state = null;
|
|
|
|
if (config['state'])
|
|
{
|
|
state = config['state'];
|
|
}
|
|
|
|
this.state = new Phaser.StateManager(this, state);
|
|
|
|
},
|
|
|
|
/**
|
|
* Initialize engine sub modules and start the game.
|
|
*
|
|
* @method Phaser.Game#boot
|
|
* @protected
|
|
*/
|
|
boot: function () {
|
|
|
|
if (this.isBooted)
|
|
{
|
|
return;
|
|
}
|
|
|
|
this.onPause = new Phaser.Signal();
|
|
this.onResume = new Phaser.Signal();
|
|
this.onBlur = new Phaser.Signal();
|
|
this.onFocus = new Phaser.Signal();
|
|
|
|
this.isBooted = true;
|
|
|
|
this.math = Phaser.Math;
|
|
|
|
this.scale = new Phaser.ScaleManager(this, this._width, this._height);
|
|
this.stage = new Phaser.Stage(this);
|
|
|
|
this.setUpRenderer();
|
|
|
|
this.world = new Phaser.World(this);
|
|
this.add = new Phaser.GameObjectFactory(this);
|
|
this.make = new Phaser.GameObjectCreator(this);
|
|
this.cache = new Phaser.Cache(this);
|
|
this.load = new Phaser.Loader(this);
|
|
this.time = new Phaser.Time(this);
|
|
this.tweens = new Phaser.TweenManager(this);
|
|
this.input = new Phaser.Input(this);
|
|
this.sound = new Phaser.SoundManager(this);
|
|
this.physics = new Phaser.Physics(this, this.physicsConfig);
|
|
this.particles = new Phaser.Particles(this);
|
|
this.plugins = new Phaser.PluginManager(this);
|
|
this.net = new Phaser.Net(this);
|
|
|
|
this.time.boot();
|
|
this.stage.boot();
|
|
this.world.boot();
|
|
this.scale.boot();
|
|
this.input.boot();
|
|
this.sound.boot();
|
|
this.state.boot();
|
|
|
|
if (this.config['enableDebug'])
|
|
{
|
|
this.debug = new Phaser.Utils.Debug(this);
|
|
this.debug.boot();
|
|
}
|
|
else
|
|
{
|
|
this.debug = { preUpdate: function () {}, update: function () {}, reset: function () {} };
|
|
}
|
|
|
|
this.showDebugHeader();
|
|
|
|
this.isRunning = true;
|
|
|
|
if (this.config && this.config['forceSetTimeOut'])
|
|
{
|
|
this.raf = new Phaser.RequestAnimationFrame(this, this.config['forceSetTimeOut']);
|
|
}
|
|
else
|
|
{
|
|
this.raf = new Phaser.RequestAnimationFrame(this, false);
|
|
}
|
|
|
|
this._kickstart = true;
|
|
|
|
if (window['focus'])
|
|
{
|
|
if (!window['PhaserGlobal'] || (window['PhaserGlobal'] && !window['PhaserGlobal'].stopFocus))
|
|
{
|
|
window.focus();
|
|
}
|
|
}
|
|
|
|
this.raf.start();
|
|
|
|
},
|
|
|
|
/**
|
|
* Displays a Phaser version debug header in the console.
|
|
*
|
|
* @method Phaser.Game#showDebugHeader
|
|
* @protected
|
|
*/
|
|
showDebugHeader: function () {
|
|
|
|
if (window['PhaserGlobal'] && window['PhaserGlobal'].hideBanner)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var v = Phaser.VERSION;
|
|
var r = 'Canvas';
|
|
var a = 'HTML Audio';
|
|
var c = 1;
|
|
|
|
if (this.renderType === Phaser.WEBGL)
|
|
{
|
|
r = 'WebGL';
|
|
c++;
|
|
}
|
|
else if (this.renderType == Phaser.HEADLESS)
|
|
{
|
|
r = 'Headless';
|
|
}
|
|
|
|
if (this.device.webAudio)
|
|
{
|
|
a = 'WebAudio';
|
|
c++;
|
|
}
|
|
|
|
if (this.device.chrome)
|
|
{
|
|
var args = [
|
|
'%c %c %c Phaser v' + v + ' | Pixi.js ' + PIXI.VERSION + ' | ' + r + ' | ' + a + ' %c %c ' + '%c http://phaser.io %c\u2665%c\u2665%c\u2665',
|
|
'background: #9854d8',
|
|
'background: #6c2ca7',
|
|
'color: #ffffff; background: #450f78;',
|
|
'background: #6c2ca7',
|
|
'background: #9854d8',
|
|
'background: #ffffff'
|
|
];
|
|
|
|
for (var i = 0; i < 3; i++)
|
|
{
|
|
if (i < c)
|
|
{
|
|
args.push('color: #ff2424; background: #fff');
|
|
}
|
|
else
|
|
{
|
|
args.push('color: #959595; background: #fff');
|
|
}
|
|
}
|
|
|
|
console.log.apply(console, args);
|
|
}
|
|
else if (window['console'])
|
|
{
|
|
console.log('Phaser v' + v + ' | Pixi.js ' + PIXI.VERSION + ' | ' + r + ' | ' + a + ' | http://phaser.io');
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Checks if the device is capable of using the requested renderer and sets it up or an alternative if not.
|
|
*
|
|
* @method Phaser.Game#setUpRenderer
|
|
* @protected
|
|
*/
|
|
setUpRenderer: function () {
|
|
|
|
if (this.config['canvasID'])
|
|
{
|
|
this.canvas = Phaser.Canvas.create(this.width, this.height, this.config['canvasID']);
|
|
}
|
|
else
|
|
{
|
|
this.canvas = Phaser.Canvas.create(this.width, this.height);
|
|
}
|
|
|
|
if (this.config['canvasStyle'])
|
|
{
|
|
this.canvas.style = this.config['canvasStyle'];
|
|
}
|
|
else
|
|
{
|
|
this.canvas.style['-webkit-full-screen'] = 'width: 100%; height: 100%';
|
|
}
|
|
|
|
if (this.device.cocoonJS)
|
|
{
|
|
if (this.renderType === Phaser.CANVAS)
|
|
{
|
|
this.canvas.screencanvas = true;
|
|
}
|
|
else
|
|
{
|
|
// Some issue related to scaling arise with Cocoon using screencanvas and webgl renderer.
|
|
this.canvas.screencanvas = false;
|
|
}
|
|
}
|
|
|
|
if (this.renderType === Phaser.HEADLESS || this.renderType === Phaser.CANVAS || (this.renderType === Phaser.AUTO && this.device.webGL === false))
|
|
{
|
|
if (this.device.canvas)
|
|
{
|
|
if (this.renderType === Phaser.AUTO)
|
|
{
|
|
this.renderType = Phaser.CANVAS;
|
|
}
|
|
|
|
this.renderer = new PIXI.CanvasRenderer(this.width, this.height, { "view": this.canvas,
|
|
"transparent": this.transparent,
|
|
"resolution": this.resolution,
|
|
"clearBeforeRender": true });
|
|
this.context = this.renderer.context;
|
|
}
|
|
else
|
|
{
|
|
throw new Error('Phaser.Game - cannot create Canvas or WebGL context, aborting.');
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// They requested WebGL and their browser supports it
|
|
this.renderType = Phaser.WEBGL;
|
|
|
|
this.renderer = new PIXI.WebGLRenderer(this.width, this.height, { "view": this.canvas,
|
|
"transparent": this.transparent,
|
|
"resolution": this.resolution,
|
|
"antialias": this.antialias,
|
|
"preserveDrawingBuffer": this.preserveDrawingBuffer });
|
|
this.context = null;
|
|
}
|
|
|
|
if (this.renderType !== Phaser.HEADLESS)
|
|
{
|
|
this.stage.smoothed = this.antialias;
|
|
|
|
Phaser.Canvas.addToDOM(this.canvas, this.parent, false);
|
|
Phaser.Canvas.setTouchAction(this.canvas);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The core game loop.
|
|
*
|
|
* @method Phaser.Game#update
|
|
* @protected
|
|
* @param {number} time - The current time as provided by RequestAnimationFrame.
|
|
*/
|
|
update: function (time) {
|
|
|
|
this.time.update(time);
|
|
|
|
if (this._kickstart)
|
|
{
|
|
this.updateLogic(1.0 / this.time.desiredFps);
|
|
|
|
// Sync the scene graph after _every_ logic update to account for moved game objects
|
|
this.stage.updateTransform();
|
|
|
|
// call the game render update exactly once every frame
|
|
this.updateRender(this.time.slowMotion * this.time.desiredFps);
|
|
|
|
this._kickstart = false;
|
|
|
|
return;
|
|
}
|
|
|
|
// if the logic time is spiraling upwards, skip a frame entirely
|
|
if (this._spiraling > 1 && !this.forceSingleUpdate)
|
|
{
|
|
// cause an event to warn the program that this CPU can't keep up with the current desiredFps rate
|
|
if (this.time.time > this._nextFpsNotification)
|
|
{
|
|
// only permit one fps notification per 10 seconds
|
|
this._nextFpsNotification = this.time.time + 1000 * 10;
|
|
|
|
// dispatch the notification signal
|
|
this.fpsProblemNotifier.dispatch();
|
|
}
|
|
|
|
// reset the _deltaTime accumulator which will cause all pending dropped frames to be permanently skipped
|
|
this._deltaTime = 0;
|
|
this._spiraling = 0;
|
|
|
|
// call the game render update exactly once every frame
|
|
this.updateRender(this.time.slowMotion * this.time.desiredFps);
|
|
}
|
|
else
|
|
{
|
|
// step size taking into account the slow motion speed
|
|
var slowStep = this.time.slowMotion * 1000.0 / this.time.desiredFps;
|
|
|
|
// accumulate time until the slowStep threshold is met or exceeded... up to a limit of 3 catch-up frames at slowStep intervals
|
|
this._deltaTime += Math.max(Math.min(slowStep * 3, this.time.elapsed), 0);
|
|
|
|
// call the game update logic multiple times if necessary to "catch up" with dropped frames
|
|
// unless forceSingleUpdate is true
|
|
var count = 0;
|
|
|
|
this.updatesThisFrame = Math.floor(this._deltaTime / slowStep);
|
|
|
|
if (this.forceSingleUpdate)
|
|
{
|
|
this.updatesThisFrame = Math.min(1, this.updatesThisFrame);
|
|
}
|
|
|
|
while (this._deltaTime >= slowStep)
|
|
{
|
|
this._deltaTime -= slowStep;
|
|
this.currentUpdateID = count;
|
|
|
|
this.updateLogic(1.0 / this.time.desiredFps);
|
|
|
|
// Sync the scene graph after _every_ logic update to account for moved game objects
|
|
this.stage.updateTransform();
|
|
|
|
count++;
|
|
|
|
if (this.forceSingleUpdate && count === 1)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
// detect spiraling (if the catch-up loop isn't fast enough, the number of iterations will increase constantly)
|
|
if (count > this._lastCount)
|
|
{
|
|
this._spiraling++;
|
|
}
|
|
else if (count < this._lastCount)
|
|
{
|
|
// looks like it caught up successfully, reset the spiral alert counter
|
|
this._spiraling = 0;
|
|
}
|
|
|
|
this._lastCount = count;
|
|
|
|
// call the game render update exactly once every frame unless we're playing catch-up from a spiral condition
|
|
this.updateRender(this._deltaTime / slowStep);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Updates all logic subsystems in Phaser. Called automatically by Game.update.
|
|
*
|
|
* @method Phaser.Game#updateLogic
|
|
* @protected
|
|
* @param {number} timeStep - The current timeStep value as determined by Game.update.
|
|
*/
|
|
updateLogic: function (timeStep) {
|
|
|
|
if (!this._paused && !this.pendingStep)
|
|
{
|
|
if (this.stepping)
|
|
{
|
|
this.pendingStep = true;
|
|
}
|
|
|
|
this.scale.preUpdate();
|
|
this.debug.preUpdate();
|
|
this.world.camera.preUpdate();
|
|
this.physics.preUpdate();
|
|
this.state.preUpdate(timeStep);
|
|
this.plugins.preUpdate(timeStep);
|
|
this.stage.preUpdate();
|
|
|
|
this.state.update();
|
|
this.stage.update();
|
|
this.tweens.update(timeStep);
|
|
this.sound.update();
|
|
this.input.update();
|
|
this.physics.update();
|
|
this.particles.update();
|
|
this.plugins.update();
|
|
|
|
this.stage.postUpdate();
|
|
this.plugins.postUpdate();
|
|
}
|
|
else
|
|
{
|
|
// Scaling and device orientation changes are still reflected when paused.
|
|
this.scale.pauseUpdate();
|
|
this.state.pauseUpdate();
|
|
this.debug.preUpdate();
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Runs the Render cycle.
|
|
* It starts by calling State.preRender. In here you can do any last minute adjustments of display objects as required.
|
|
* It then calls the renderer, which renders the entire display list, starting from the Stage object and working down.
|
|
* It then calls plugin.render on any loaded plugins, in the order in which they were enabled.
|
|
* After this State.render is called. Any rendering that happens here will take place on-top of the display list.
|
|
* Finally plugin.postRender is called on any loaded plugins, in the order in which they were enabled.
|
|
* This method is called automatically by Game.update, you don't need to call it directly.
|
|
* Should you wish to have fine-grained control over when Phaser renders then use the `Game.lockRender` boolean.
|
|
* Phaser will only render when this boolean is `false`.
|
|
*
|
|
* @method Phaser.Game#updateRender
|
|
* @protected
|
|
* @param {number} elapsedTime - The time elapsed since the last update.
|
|
*/
|
|
updateRender: function (elapsedTime) {
|
|
|
|
if (this.lockRender)
|
|
{
|
|
return;
|
|
}
|
|
|
|
this.state.preRender(elapsedTime);
|
|
this.renderer.render(this.stage);
|
|
|
|
this.plugins.render(elapsedTime);
|
|
this.state.render(elapsedTime);
|
|
this.plugins.postRender(elapsedTime);
|
|
|
|
},
|
|
|
|
/**
|
|
* Enable core game loop stepping. When enabled you must call game.step() directly (perhaps via a DOM button?)
|
|
* Calling step will advance the game loop by one frame. This is extremely useful for hard to track down errors!
|
|
*
|
|
* @method Phaser.Game#enableStep
|
|
*/
|
|
enableStep: function () {
|
|
|
|
this.stepping = true;
|
|
this.pendingStep = false;
|
|
this.stepCount = 0;
|
|
|
|
},
|
|
|
|
/**
|
|
* Disables core game loop stepping.
|
|
*
|
|
* @method Phaser.Game#disableStep
|
|
*/
|
|
disableStep: function () {
|
|
|
|
this.stepping = false;
|
|
this.pendingStep = false;
|
|
|
|
},
|
|
|
|
/**
|
|
* When stepping is enabled you must call this function directly (perhaps via a DOM button?) to advance the game loop by one frame.
|
|
* This is extremely useful to hard to track down errors! Use the internal stepCount property to monitor progress.
|
|
*
|
|
* @method Phaser.Game#step
|
|
*/
|
|
step: function () {
|
|
|
|
this.pendingStep = false;
|
|
this.stepCount++;
|
|
|
|
},
|
|
|
|
/**
|
|
* Nukes the entire game from orbit.
|
|
*
|
|
* @method Phaser.Game#destroy
|
|
*/
|
|
destroy: function () {
|
|
|
|
this.raf.stop();
|
|
|
|
this.state.destroy();
|
|
this.sound.destroy();
|
|
|
|
this.scale.destroy();
|
|
this.stage.destroy();
|
|
this.input.destroy();
|
|
this.physics.destroy();
|
|
|
|
this.state = null;
|
|
this.cache = null;
|
|
this.input = null;
|
|
this.load = null;
|
|
this.sound = null;
|
|
this.stage = null;
|
|
this.time = null;
|
|
this.world = null;
|
|
this.isBooted = false;
|
|
|
|
this.renderer.destroy(false);
|
|
Phaser.Canvas.removeFromDOM(this.canvas);
|
|
|
|
Phaser.GAMES[this.id] = null;
|
|
|
|
},
|
|
|
|
/**
|
|
* Called by the Stage visibility handler.
|
|
*
|
|
* @method Phaser.Game#gamePaused
|
|
* @param {object} event - The DOM event that caused the game to pause, if any.
|
|
* @protected
|
|
*/
|
|
gamePaused: function (event) {
|
|
|
|
// If the game is already paused it was done via game code, so don't re-pause it
|
|
if (!this._paused)
|
|
{
|
|
this._paused = true;
|
|
this.time.gamePaused();
|
|
this.sound.setMute();
|
|
this.onPause.dispatch(event);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Called by the Stage visibility handler.
|
|
*
|
|
* @method Phaser.Game#gameResumed
|
|
* @param {object} event - The DOM event that caused the game to pause, if any.
|
|
* @protected
|
|
*/
|
|
gameResumed: function (event) {
|
|
|
|
// Game is paused, but wasn't paused via code, so resume it
|
|
if (this._paused && !this._codePaused)
|
|
{
|
|
this._paused = false;
|
|
this.time.gameResumed();
|
|
this.input.reset();
|
|
this.sound.unsetMute();
|
|
this.onResume.dispatch(event);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Called by the Stage visibility handler.
|
|
*
|
|
* @method Phaser.Game#focusLoss
|
|
* @param {object} event - The DOM event that caused the game to pause, if any.
|
|
* @protected
|
|
*/
|
|
focusLoss: function (event) {
|
|
|
|
this.onBlur.dispatch(event);
|
|
|
|
if (!this.stage.disableVisibilityChange)
|
|
{
|
|
this.gamePaused(event);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Called by the Stage visibility handler.
|
|
*
|
|
* @method Phaser.Game#focusGain
|
|
* @param {object} event - The DOM event that caused the game to pause, if any.
|
|
* @protected
|
|
*/
|
|
focusGain: function (event) {
|
|
|
|
this.onFocus.dispatch(event);
|
|
|
|
if (!this.stage.disableVisibilityChange)
|
|
{
|
|
this.gameResumed(event);
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.Game.prototype.constructor = Phaser.Game;
|
|
|
|
/**
|
|
* The paused state of the Game. A paused game doesn't update any of its subsystems.
|
|
* When a game is paused the onPause event is dispatched. When it is resumed the onResume event is dispatched.
|
|
* @name Phaser.Game#paused
|
|
* @property {boolean} paused - Gets and sets the paused state of the Game.
|
|
*/
|
|
Object.defineProperty(Phaser.Game.prototype, "paused", {
|
|
|
|
get: function () {
|
|
return this._paused;
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
if (value === true)
|
|
{
|
|
if (this._paused === false)
|
|
{
|
|
this._paused = true;
|
|
this.sound.setMute();
|
|
this.time.gamePaused();
|
|
this.onPause.dispatch(this);
|
|
}
|
|
this._codePaused = true;
|
|
}
|
|
else
|
|
{
|
|
if (this._paused)
|
|
{
|
|
this._paused = false;
|
|
this.input.reset();
|
|
this.sound.unsetMute();
|
|
this.time.gameResumed();
|
|
this.onResume.dispatch(this);
|
|
}
|
|
this._codePaused = false;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* "Deleted code is debugged code." - Jeff Sickel
|
|
*/
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
|
|
|
|
|
|
</div>
|
|
|
|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2015 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-alpha10</a>
|
|
on Thu Mar 26 2015 02:53:48 GMT+0000 (GMT Standard Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
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</span>
|
|
</footer>
|
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</div>
|
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<br clear="both">
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<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
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|
|
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
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} );
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</script>
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</body>
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</html>
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